Home > Article > Technology peripherals > Wi-Fi 7 products will begin to be launched, and are expected to achieve "near-zero" delay in wireless VR
The Wi-Fi Alliance recently announced that Wi-Fi 7 certified products will be available soon. This latest version of the Wi-Fi standard is designed to enable "near-zero" latency for real-time applications such as wireless VR streaming.
The Wi-Fi Alliance, an organization that maintains and develops Wi-Fi standards, recently announced that applicable products can officially obtain "Wi-Fi 7 certification" and be sold as such.
The Wi-Fi 7 (aka 802.11.be) specification provides a series of improvements, including increased speed and transmission. However, the alliance also says the specification also has latency improvements for wireless VR use cases, such as Quest using Steam Link.
Specifically, multi-link operation MLO and simultaneous transmit and receive STR functions are said to support "near-zero latency," which will benefit wireless VR.
MLO technology allows Wi-Fi 7 devices to connect to multiple frequency bands (such as 2.4GHz, 5GHz, 6GHz) at the same time to improve throughput and reliability. STR is part of the MLO that enables Wi-Fi 7 devices to send and receive data simultaneously in different frequency bands. This approach effectively utilizes available spectrum resources, providing faster speeds and more stable connections.
Wireless VR headsets can minimize latency by receiving high-throughput video streams in the 6GHz band while transmitting tracking information in the 5GHz band.
The Wi-Fi Alliance also pointed out that Wi-Fi 7 technology can achieve more precise delay control, especially suitable for wireless virtual reality (VR) devices. By determining the amount of latency throughout the communication link, users can more accurately predict the headset's location and reduce the noticeable impact of latency.
However, although “near-zero latency” has been proven in practice, it does not mean a completely latency-free VR experience. Wi-Fi transmission is only a small part of the overall latency process, there are still rendering, encoding, decoding and device-related delays.
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